Role quests bad. Job quests good.
Role quests bad. Job quests good.
yeah I get you.
I understand why they made role quests. But I do miss the more intimate job quests. Sigh..
I do miss those quests, but at the same time I feel it wouldn't be worth it for SE to pursue them at this time. Firstly, the DRK questline set such a comically high bar that none of the other job quests even came close to matching up. Secondly, writing a quest chain for each job would probably detract from other content, and we're already seeing the flow of new things slow.
Job quests would be better if they didn't feel so forced. When I'm in the mood to level grind, I want to just sit down and grind. Dungeon, dungeon, dungeon, dungeon, no stopping. But I have to stop. I have to stop like, once every 20 minutes. Because I need to do some quests that I don't really care about right now, or else I won't have a skill. And this skill won't be some optional skill either, it'll be like an AoE or something. They take these absolutely necessary skills and gate them behind doing job quests. So instead of enjoying the story at my own pace, now I feel like "come on come on just give me my skills so I can keep playing the game." It really doesn't help that out of all the job quests, only a handful are really engaging and of those, DRK basically towers miles above all of them. I'm tired of watching people nod their head, /handover nothing to me, and then just stand there unnaturally for 5 seconds after they're done speaking. The cutscenes in this game, especially the early game cutscenes, are seriously lacking. No voice acting either, and the english localization is filled with this overly verbose, wannabe Shakespearean style that just goes and goes and goes and goes for like 11 textboxes and all it amounts to is "go to the middle of nowhere and click this node." It's charming in small doses, but it gets exhausting after a while. And before someone chimes in with "iTs a sToRy dRivEn gAmE," well then, the writers and storyboard developers need to start acting like it. You want to make people experience your story? How about you give it some voice acting. How about you actually animate more than one or two random scenes in the entire thing. How about you pace it so it starts out semi-interesting instead of taking like 10 quests to get there if they didn't lose you along the way. DRK does all of these things (minus the voicing), idk why most of the others couldn't manage. If you're not gonna make it good, stop forcing me to do it. Someone clearly realized this, which is why these things are gone. Thank christ.
Shb's role quests had better pacing and more memorable characters imo. The plots were also engaging. I went back and did the rest on my own time for fun. And that's the key part there. On my own time. One day I was bored and said to myself, "I feel like seeing what happened in those role quests," and because I was in the mood for it, I sat down and enjoyed it. I can't do that with the old job role quests, because if I waited around to be in the mood to do them, I'd never level anything in a timely manner. I'm glad this practice stopped. I think it sucked.
Last edited by Avoidy; 10-06-2022 at 11:22 AM.
It doesn't need to be job quests, I just want some actual job lore again.
considering the latest fad is to cry for the mythical "balance" job lore will go by the wayside if that path is followed. how can there be actual lore if they take out any unique job identity? unfortunately as more jobs are asked for, that uniqueness is getting pretty thin....
they should actually combine Job quest and Role quest but for specific groups of jobs,
like we have a story for WAR,SCH,DNC and MNK for one group DRK,WHM,RDM,DRG for another etc etc.
Just for some cool/funny interaction Job teachers could have with each other.
I'm I the only one who enjoys job quests because of the nice little character stories involved with them. I want to know more about this game's world and the people that live in it associated with their given professions.
Sometimes I wish this game got back a bit of the ARR world building design
I get that making more job specific story quests would be more work but since they rolled them all into role quests why did they free up all that time? What did the consumer get in exchange for less story?
I honestly wouldn't mind JUST having them little story quests for AFTER you've hit max level, or maybe even after beating the MSQ for a given expansion. I just miss having SOMETHING that ties you to your Job again.
The Reaper comes to mind. Without spoiling anything (just in case anyone isn't caught up on the MSQ), it is definitely HIGHLY relevant, and I wish there were a bit of story beyond where the actual RPR jobs end currently. Or finding out how our boy Sidurgu is doing, or yeah, moving beyond "Curious Gorge losing control". Like maybe getting some pointers from the Xaela tribes (many of who seem capable Warriors), or things like that.
Even if they're mostly just short-stories and kind of "checking in" on old characters. I still miss the characters from the Pugilists' Guild, stuff like that. I don't even need some mandatory, high-value reward. Heck, even something like Job-exclusive Earrings or Jewelry for Glamour might be nice.
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